Looks cool! Is there a way to make the UI / fonts bigger on 4k monitors?
MagicaVoxel: A free voxel art editor and path tracing renderer
51–60 of 65 posts
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#52Earlier quoted context omitted.
Why is it disappointing? Sorry, I really don't understand and would like to.
Finding that it's not open source when you expect it to be (almost everything on github is open source). If you find something is worse then you expect it to be you get disappointed.
Sure, the binary is public, but that does not imply that the author has the codebase in any shape that would be legible or maintainable by anyone but him.
Sometimes projects grow so complex that only the original author can understand it. And there are lot of examples of projects that grew too complex even for their maintainers to understand.
What I'm getting at is this: making a code public does not make it usable, and cleaning up a research/hobby codebase so it's legible can be quite an effort, and not always possible.
Hence I find it odd to yearn for something you have no idea if it's worth yearning for. Unless one is an afficionado of masochism there are usually much more rewarding things to do than deobfuscate code someone else wrote.
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#53Earlier quoted context omitted.
It’s not actually a problem. It’s fine. We all understand each other.
It's more and more cases of terms where the meaning in use is different from the literal one. I.e. more exceptions to remember. More unnecessary cognitive load.
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#54Few Questions: * Who's https://twitter.com/ephtracy ? Why did you create this? How are you using it this days? Are you making any games with this? * How do you produce images like this? [1] Is the Ray Tracer to do that built in or do you have to import the models in a second software? * What kind of support is there for the vox file format? (where/how to render outside the app). 1: http://ephtracy.github.io/image/sna…
The programmer is Sean T. Barrett: * https://github.com/ephtracy/stb * https://nothings.org/
"ephtracy/stb forked from nothings/stb"
Sean T. Barrett is @nothings on twitter per the twitter link on https://nothings.org/
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#55Earlier quoted context omitted.
That people are looking for “8-bit.” For instance, someone might google “8 bit editor.”
Someone might also google "audio editor", so why not also call it an audio editor to be on the safe side?
This would be a very poor tool for creating audio, and anyone looking for an audio tool would notice this immediately.
"8-bit voxel" is completely understood to the target audience. Anything involving audio would not.
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#56I highly recommend people check this out if you're interested in voxel graphics, or a simple way to make 3D graphics if you're artistically challenged like me. We used it to make a whole game and it was great: https://www.larvalabs.com/project/roadtrip Here are some other awesome things made with it: https://twitter.com/HuntingFluff/status/1046417418459975681 https://twitter.com/Sir_carma/status/1051867299303440384 A…
Nice looking game! The models look awesome! Did you do any post-processing on the models from MagicaVoxel before using the models in your game? E.g. does MagicaVoxel export a single optimised mesh, or does it export a load of cube meshes?
I had some trouble importing directly into Unity 2019, this is what I did for anyone else wondering:
- Export as OBJ in MagicaPixel
- Import Obj & Png into Unity via drag-n-drop
- In the prefab that is generated, on the model tab change the imported model's scale factor to 0.1 and hit apply.
- In the prefab that is generated, on the material tab click extract materials and save in same folder.
- Drag the Png texture you imported into the Albedo of the extracted texture.
You now have the textured MagicaVoxel model in Unity for whatever you want to do with it. Yay.
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#57Earlier quoted context omitted.
Finding that it's not open source when you expect it to be (almost everything on github is open source). If you find something is worse then you expect it to be you get disappointed.
Would it be better if you could read the sources? How do you know you could understand it? How do you know you could get it even to compile? Sure, the binary is public, but that does not imply that the author has the codebase in any shape that would be legible or maintainable by anyone but him. Sometimes projects grow so complex that only the original author can understand it. And there are lot of examples of project…
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#58Earlier quoted context omitted.
Nice looking game! The models look awesome! Did you do any post-processing on the models from MagicaVoxel before using the models in your game? E.g. does MagicaVoxel export a single optimised mesh, or does it export a load of cube meshes?
Looks like it does export a single "optimised" mesh (at least when exporting to OBJ) - i.e. it not just a load of individual cube meshes, but each separate coloured face is optimised into 3 or 4 triangles. A face with different colours is treated as a separate set of triangles though, so something like a chess board pattern would be a lot of triangles, but a white cube would be hardly any. I had some trouble importin…
Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#59Re: MagicaVoxel: A free voxel art editor and path tracing renderer
#60Few Questions: * Who's https://twitter.com/ephtracy ? Why did you create this? How are you using it this days? Are you making any games with this? * How do you produce images like this? [1] Is the Ray Tracer to do that built in or do you have to import the models in a second software? * What kind of support is there for the vox file format? (where/how to render outside the app). 1: http://ephtracy.github.io/image/sna…
The programmer is Sean T. Barrett: * https://github.com/ephtracy/stb * https://nothings.org/